minepagan Posted October 1, 2016 Share Posted October 1, 2016 6 minutes ago, legoclone09 said: I think I should be dead. Oh yeah that reminds me...I think the Augustus resupply pod should have 1 seat and an EVA hatch since it has the hatch and window..... Quote Link to comment Share on other sites More sharing options...
Araym Posted October 1, 2016 Share Posted October 1, 2016 I took a quick spin of some parts (mostly in 1.1.3, with some slight cfg alteration here and there to let them work without the plugin because I feel half stupid without KER on 1.2 to be useful to have some "datas" on rocket performance): The issue with the SLA's collider seems resolved, but (as JSO comment) I felt working better with a "negative" decoupling value (but I could be wrong, as I started without notice it with my old, last, "-10" value, when I was trying to analize the old behaviour). By the way, it seems even a lot stay in that range (rather your "500") or rather at "0": as I'm always very picky with my transfer (generally very tight "free return trajectories), even with so low value it sent my CSM+LEM hundreds of Km away from the predicted orbit at the end of TMI. I could suggest to let it be at "zero", to let the user to extract with only some very low RCS pull. I like the new Kane look, I noticed how both the Apollo SM and S-IC tank now have a correct "space program" flag display (no more flags cut on the sides). I have (up to now) not fully switched to the new "crio Hydogen" tanks (the last 1.1.3 version I'm using is still the one I'm playing, so I didn't wanna mess up too much) BUT in the week-end I'll probably re-download the latest pre-release 1.2 (last one I tried was 1532... and now we are at 1548) and I'll make eventually a bit more test there. Up to now, as I noticed that the new Kane pod has some built-in RCS ports, I just not really understood in which axis they are working (I noticed some rcs thrust when activated and mounted with the SM, but as stand alone, after decoupling for reentry, they seems not doing so much/doing nothing). Some tips on your design to help understand when they are supposed to thrust/which direction are active??? 1 hour ago, Jammerpan said: I love this mod. Quick issue, though. Seems like the LEM IVA is reversed. As in, the windows are facing out the back. I don't remember that being the case in the past few versions. Here's a quick picture of the current orientation: http://steamcommunity.com/sharedfiles/filedetails/?id=772674032 @CobaltWolf OH! Yeah! Noticed that too: it seems you "turned around" the LEM model, BUT now ANY IVA is facing the rear of it >_> I was initially happy about it (to look at the front exit in the VAB) but now I'm less happy when going IVA (and with RasterProp, I like to play inside the cockpit a lot) Quote Link to comment Share on other sites More sharing options...
komodo Posted October 1, 2016 Share Posted October 1, 2016 The cryo tanks aren't actually new, they've been in for quite some time, just as not the "default". It will activate fine in 1.1.3 with nearteas cryo tanks mod installed. (They're pretty fun in any case!) Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted October 1, 2016 Share Posted October 1, 2016 (edited) Oh yeah I also made a thing for the cakeday. EDIT: Oh yeah I'm streaming. https://www.twitch.tv/legoclone09 Edited October 1, 2016 by legoclone09 Quote Link to comment Share on other sites More sharing options...
Avalon304 Posted October 1, 2016 Share Posted October 1, 2016 (edited) So how did you get teh S-IC retros working because theres nothing to stage. EDIT: Well I can action group them I guess... but I hate action groups... I always for get to do them... Also, I really think a ejection force of 1 on both SLA nodes is the best, for as close to realife transposition, docking and extraction of the MEM from the SLA... EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?) Edited October 1, 2016 by Avalon304 Quote Link to comment Share on other sites More sharing options...
Araym Posted October 1, 2016 Share Posted October 1, 2016 (edited) ------------------------------------- 6 hours ago, Jammerpan said: I love this mod. Quick issue, though. Seems like the LEM IVA is reversed. As in, the windows are facing out the back. I don't remember that being the case in the past few versions. Here's a quick picture of the current orientation: http://steamcommunity.com/sharedfiles/filedetails/?id=772674032 Quickfix about it, for 1.2beta (untill @CobaltWolf will change back the orientation of LEM, to allign with the IVA): at the LEM ascent Cockpit (bluedog_LEM_Ascent_Cockpit) change the model definition with this code: MODEL { model = Bluedog_DB/Parts/Apollo/bluedog_LEM_Ascent_Cockpit rotation = 0, 180, 0 } and for keep in the VAB the same orientation, change with this code the model definition of the LEM descen stage (bluedog_LEM_Descent_Tanks): MODEL { model = Bluedog_DB/Parts/Apollo/bluedog_LEM_Descent_Tanks rotation = 0, 180, 0 } 4 hours ago, Avalon304 said: So how did you get teh S-IC retros working because theres nothing to stage. EDIT: Well I can action group them I guess... but I hate action groups... I always for get to do them... Also, I really think a ejection force of 1 on both SLA nodes is the best, for as close to realife transposition, docking and extraction of the MEM from the SLA... EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?) For the problem with the retrorockets not firing, try add a code took from a standard sepatron to the S-IC engine mount (bluedog_Saturn_S1C_EngineMount) to have it work aside from action group: ActivatesEvenIfDisconnected = true stagingIcon = SOLID_BOOSTER This should give to it an icon for the staging sequence, and also that retrorockets should fire disconnecting. For the SLA (avoiding any eventual issue with node placement back to the center of mass/origin of the part) I personally set both decouplers at ZERO. I do manouvers with RCS, rather than taking unwanted risks if any in the KSP code will could change in final 1.2 KSP release. ------------------------------ ISSUE with LEM IVA: It could be a problem only for me (as I tested also in 1.1.3 the "Lunar" IVA, where I have ASET props v. 1.3 working for other IVAs), but I have an almost empty one on the LEM. Is it needed a particulary different ASET Props version or is it still a "work in progress??? ------------------------------- MORE Raster Prop Monitor IVA are always welcomed, aren't they??? Why not for the Kane (Apollo) ??? So, ravaging in the RPM install I noticed that there is an already RPM internal for KP0110, but it have references for the original mod directory, and if RPM is installed now that @CobaltWolf has his own duplicated, founding the standard (not RPM) KP0110 IVA, it not have a proper reference model and it makes disappear any Kerbal protraits in the game from the Kane pod. So I made a quick cfg (keeping reference to who did them originally) to be put directly inside the BDB's KP0110 IVA folder, that still should work for any (eventually) part using it (REMEMBER FOR SAFETY REASONS TO DELETE THE ORIGINAL MM cfg, referring to KP0110, INSIDE RPM folder, as it outdated, requiring the whole folder path to call the original K-P0110 IVA's model placement in KSP's Gamedata folder): // This adds an RPM-based instrument layout into the K-P0110 // by Ledenko. @PART[*]:NEEDS[RasterPropMonitor]:HAS[@INTERNAL[KP0110internal]] { MODULE { name = RasterPropMonitorComputer } @INTERNAL { @name = KP0110internalRPM } } INTERNAL { name = KP0110internalRPM MODULE { name = InternalCameraTargetHelper } MODULE { name = InternalSeat seatTransformName = Kerbal1 allowCrewHelmet = False } MODULE { name = InternalSeat seatTransformName = Kerbal2 allowCrewHelmet = False } MODULE { name = InternalSeat seatTransformName = Kerbal3 allowCrewHelmet = False } MODULE { name = InternalCameraSwitch colliderTransformName = Forward_left_box cameraTransformName = Forward_left } MODULE { name = InternalCameraSwitch colliderTransformName = Forward_right_box cameraTransformName = Forward_right } MODULE { name = InternalCameraSwitch colliderTransformName = Side_left_box cameraTransformName = Side_left } MODULE { name = InternalCameraSwitch colliderTransformName = Side_right_box cameraTransformName = Side_right } MODULE { name = InternalCameraSwitch colliderTransformName = Top_window_box cameraTransformName = Top_window } PROP { name = AltimeterThreeHands position = -0.5275692,0.2333323,-0.07481181 rotation = 0.6691306,0,0,0.7431449 scale = 1,0.9999999,1 } PROP { name = AtmosphereDepth position = -0.3758698,0.3385559,-0.08587122 rotation = 0.4731467,0.5254829,0.4731467,0.5254829 scale = 1,1,1 } PROP { name = AxisIndicatorPitch position = -0.3228244,0.3103651,-0.08290826 rotation = 0.6691306,5.870313E-10,-6.519646E-10,0.7431449 scale = 1,0.9999999,1 } PROP { name = 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switchWithGuards position = -0.4044098,0.3856559,-0.09903206 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = -0.6853981,0.159321,-0.07587744 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = -0.6853981,0.19008,-0.07902443 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = -0.6853981,0.2190089,-0.08198444 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.6780008,0.276089,-0.08782147 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.6780008,0.24716,-0.08486147 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.6780008,0.216401,-0.08171447 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.4074987,0.1931541,-0.07933614 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.4074987,0.2239131,-0.08248315 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.4074987,0.252842,-0.08544315 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.3565918,0.2528419,-0.08544306 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.2970855,0.2882408,-0.08906411 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = switchWithGuards position = 0.2970855,0.3171698,-0.0920241 rotation = 0.6701593,0,1E-06,0.7422173 scale = 1,0.5,1 } PROP { name = throttle position = -0.6210813,0.1879661,-0.07562605 rotation = 0.6691163,0.004866245,0.004381584,0.743129 scale = 0.500001,0.5000002,0.4999997 } PROP { name = throttle position = -0.2011456,0.3939486,-0.08780318 rotation = 0.6691306,0,0,0.7431449 scale = 0.5,0.5,0.5 } PROP { name = VSI position = -0.3904096,0.2368791,-0.07518458 rotation = 0.6691306,0,0,0.7431449 scale = 1,0.9999999,1 } } Edited October 1, 2016 by Araym Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted October 1, 2016 Share Posted October 1, 2016 Speaking of IVA overlays, is there a way to make it show a more stockalike "window" into the interior, rather than just being able to see the model's inside on display like that. By that, I mean something like this. Though, it may require more effort than it's worth. Quote Link to comment Share on other sites More sharing options...
Araym Posted October 1, 2016 Share Posted October 1, 2016 19 minutes ago, Z3R0_0NL1N3 said: Speaking of IVA overlays, is there a way to make it show a more stockalike "window" into the interior, rather than just being able to see the model's inside on display like that. By that, I mean something like this. Though, it may require more effort than it's worth. To make the IVA that way (I dunno how to model, but I understood the concept) it's needed a mask layer added in the IVA model. As making IVA is pretty time consuming (a lot more than doing parts, as it needed to find coordinates for EACH prop inside it, and as you can see from my comments above for the LEM, that means sometime that any modification on parts could lead to worse situation) Cobalt and the others are using (as placeholders???) free released IVAs, generally from older mod before Squad added the IVA overlay feature. Maybe, once they will have done enough balancement on actual parts/rockets, they will develop more finished IVAs... Soon™... LOL Quote Link to comment Share on other sites More sharing options...
schneemannski Posted October 1, 2016 Share Posted October 1, 2016 Hey Guys, i have loaded this beta on Github and when i start the game it loads and hangs at compiling the AgenaAntena. When i quit the game the Log shows this problem: [LOG 13:35:16.960] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaAntenna/bluedog_agenaAntenna' [EXC 13:35:16.964] ArgumentException: The requested value 'Communication' was not found. System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) System.Enum.Parse (System.Type enumType, System.String value) ConfigNode.ParseEnum (System.Type enumType, System.String vectorString) ConfigNode.ReadValue (System.Type fieldType, System.String value) ConfigNode.ReadObject (System.Object obj, .ConfigNode node) ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+<CompileParts>c__Iterator4A.MoveNext () [EXC 13:35:16.967] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+<Start>c__Iterator25.MoveNext () [LOG 13:43:33.038] MiniAVC -> IssueGui was destroyed. [LOG 13:43:33.155] MiniAVC -> Starter was destroyed. Am i missing something for Communication Circumstances? Greetings schneemannski Quote Link to comment Share on other sites More sharing options...
minepagan Posted October 1, 2016 Share Posted October 1, 2016 5 minutes ago, schneemannski said: Hey Guys, i have loaded this beta on Github and when i start the game it loads and hangs at compiling the AgenaAntena. When i quit the game the Log shows this problem: [LOG 13:35:16.960] PartLoader: Compiling Part 'Bluedog_DB/Parts/Agena/bluedog_agenaAntenna/bluedog_agenaAntenna' [EXC 13:35:16.964] ArgumentException: The requested value 'Communication' was not found. System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) System.Enum.Parse (System.Type enumType, System.String value) ConfigNode.ParseEnum (System.Type enumType, System.String vectorString) ConfigNode.ReadValue (System.Type fieldType, System.String value) ConfigNode.ReadObject (System.Object obj, .ConfigNode node) ConfigNode.LoadObjectFromConfig (System.Object obj, .ConfigNode node, Int32 pass, Boolean removeAfterUse) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+<CompileParts>c__Iterator4A.MoveNext () [EXC 13:35:16.967] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+<Start>c__Iterator25.MoveNext () [LOG 13:43:33.038] MiniAVC -> IssueGui was destroyed. [LOG 13:43:33.155] MiniAVC -> Starter was destroyed. Am i missing something for Communication Circumstances? Greetings schneemannski Are you in 1.1.3 or 1.2? Quote Link to comment Share on other sites More sharing options...
schneemannski Posted October 1, 2016 Share Posted October 1, 2016 Ahm... in 1.1.3 ... is it ok to load 1.2 already? Last time i upgraded, nothing worked for weeks anymore... But this time the community seems to work very quick and the staircases are not this crazy big like last time, right? Quote Link to comment Share on other sites More sharing options...
Drakenex Posted October 1, 2016 Share Posted October 1, 2016 22 minutes ago, schneemannski said: Ahm... in 1.1.3 ... is it ok to load 1.2 already? Last time i upgraded, nothing worked for weeks anymore... But this time the community seems to work very quick and the staircases are not this crazy big like last time, right? So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones. Quote Link to comment Share on other sites More sharing options...
blacsky33 Posted October 1, 2016 Share Posted October 1, 2016 I tried to test Sarnus 5 but without KJR it's a lost cause ^^. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2016 Author Share Posted October 1, 2016 9 minutes ago, blacsky33 said: I tried to test Sarnus 5 but without KJR it's a lost cause ^^. turn on advanced tweakables and autostrut the entire rocket. Quote Link to comment Share on other sites More sharing options...
schneemannski Posted October 1, 2016 Share Posted October 1, 2016 2 hours ago, Drakenex said: So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones. @Drakenex Actually i´m playing KSP only for this awesome mod from @CobaltWolf ... So i decided to ugpgrade and even many other problems disappeared... Yeah! Seems to be a moony sunday tomorrow! Thank you guys!!! Reading Books from Jesco von Puttkamer and Norma Mailer AND playing this mod lets dreams come true! Greetings from Berlin´s Launch Pad schneemannski Quote Link to comment Share on other sites More sharing options...
Abrecan Posted October 1, 2016 Share Posted October 1, 2016 (edited) had played a bit of the BDB 1.2pre and I love it so far! the IVAs look great BTW, and have been working on a concept lunar shelter patented by Rockwell for a new mission. Pics will come soon-ish; Windows 10 updated, so I lost my Microsoft Edge, with all my passwords and bookmarks, soo i'll be cleaning that up today The Hype intensifies! Edited October 1, 2016 by Abrecan Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted October 1, 2016 Share Posted October 1, 2016 3 hours ago, Drakenex said: So far is a bit unstable for me and some mods must update, but in general works fine. If you want to use this on 1.1.3 just change all new categories to the old ones. What categories? The only issue I've had is the S-IVB petals are open and won't close. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2016 Author Share Posted October 1, 2016 (edited) 5 minutes ago, Z3R0_0NL1N3 said: What categories? The only issue I've had is the S-IVB petals are open and won't close. then you're not running the beta release, where all the part categories changed. And the petals don't work because they run on a small custom plugin; that won't work in 1.1.3. @Abrecan I'm glad the IVAs came out nice! Make sure you thank @Mods_o_joy for the LEM IVA, he made it from scratch! The command module IVA was from @Ledenko's old K-P0110 mod. And I think I know what you're talking about with the shelter... 11 hours ago, Avalon304 said: EDIT2: I see that there is a 3.75m fairing planned for this mod eventually.. I would just like to say how much I would appreciate it so I can better turn the Sarnus 5 into a heavy life vehicle for cargo. (Also a 5 m version for when I dont need an S-IVB maybe?) I'm doing 3.75m, partially just for Skylab. And by 5m you mean 5.625m You'll get one if only so you can make this: Edited October 1, 2016 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted October 1, 2016 Share Posted October 1, 2016 3 minutes ago, CobaltWolf said: then you're not running the beta release, where all the part categories changed. And the petals don't work because they run on a small custom plugin; that won't work in 1.1.3. @Abrecan I'm glad the IVAs came out nice! Make sure you thank @Mods_o_joy for the LEM IVA, he made it from scratch! The command module IVA was from @Ledenko's old K-P0110 mod. And I think I know what you're talking about with the shelter... Looks awesome! Can't wait! Quote Link to comment Share on other sites More sharing options...
Abrecan Posted October 1, 2016 Share Posted October 1, 2016 @CobaltWolf ah-ha you are exactly right friend! 14 days configured life support with ALSEP package. One question with ALSEP - can you surface attach the power station to vehicles? I had a plan to use the ALSEP Solar Array for power regen besides the redundant fuel cell Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2016 Author Share Posted October 1, 2016 Just now, Abrecan said: @CobaltWolf ah-ha you are exactly right friend! 14 days configured life support with ALSEP package. One question with ALSEP - can you surface attach the power station to vehicles? I had a plan to use the ALSEP Solar Array for power regen besides the redundant fuel cell The SEP one? The solar panels can be attached to anything. The rest of the stuff, I'm not sure. Quote Link to comment Share on other sites More sharing options...
Abrecan Posted October 1, 2016 Share Posted October 1, 2016 yeah I wanted to use the power plugs to attach the ALSEP to the Shelter(I.E. from Power Station to Shelter) to give it power so I can "do science" without crew there. I utilized the MOL bus for the lander, but was curious if I could or not Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2016 Author Share Posted October 1, 2016 Just now, Abrecan said: yeah I wanted to use the power plugs to attach the ALSEP to the Shelter(I.E. from Power Station to Shelter) to give it power so I can "do science" without crew there. I utilized the MOL bus for the lander, but was curious if I could or not I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems. I haven't been able to take a look at that mod for months. The parts are a pain compared to BDB parts (small, fiddly detailed stuff) and any update would really require me to sit down and iron the bugs out, which I don't want to have to do. In any case, we have to wait for 1.2 and all the dependencies to update. Quote Link to comment Share on other sites More sharing options...
Abrecan Posted October 1, 2016 Share Posted October 1, 2016 The Saturn would be better utilized as a (E)HLLV from an economic standpoint considering almost none is reusable... Let the orbital construction begin lol @CobaltWolf "I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems." Could I use the normal KIS utilities to attach the system to the lander, like the default KIS attach ports? Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 1, 2016 Author Share Posted October 1, 2016 (edited) 17 minutes ago, Abrecan said: The Saturn would be better utilized as a (E)HLLV from an economic standpoint considering almost none is reusable... Let the orbital construction begin lol @CobaltWolf "I was planning on making a sort of radially attached power transformer part with some plugs, so you could lash the parts onto a lander's power systems." Could I use the normal KIS utilities to attach the system to the lander, like the default KIS attach ports? I don't know of any reason why you wouldn't be able to do that, but since SEP (and KIS?) isn't updated for 1.2 yet, and the new BDB stuff only works on 1.2... EDIT: Regarding the LEM IVA, what happened was basically the LEM was modeled backwards, which I realized and changed at the last minute. @Araym can I rotate the IVA in the cfg? I'm going to put in the fix for the S-1C retros right now. Thanks for that! And thanks for the feedback everyone! I hope you all have a good time playtesting everything this weekend. We greatly appreciate all the feedback that we've been getting. If you helped in some way for this update (for example, @IronCretin fixing the part categories, @Kurld making the LES and working with Jso to program it, etc) please PM me. I want to try and write a long sappy post for the actual release and I really don't want to miss crediting anyone. Edited October 1, 2016 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
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